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Grod_The_Giant
2018-09-28, 11:08 AM
And also a general reference, I guess. Presented for one part feedback and one part for convenience.

Character Creation

You my use the standard array (15/14/13/12/10/8), 27 point buy (http://1-dot-encounter-planner.appspot.com/point-buy-calculator.html), or you may roll 4d6 and take the best 3 for each stat...rolled in order.
You don't get racial ability modifiers. Instead, everyone gets +2 to one ability score of their choice and +1 to another.
Custom backgrounds are a-okay. Pick two skills, two tools or languages, one minor noncombat ability, one equipment pack, and 15 gp worth of minor items.
No ability score requirements for multiclassing.
Characters start with one free feat.


Gameplay

If you are proficient in a skill, roll with Advantage.
Critical hits double all damage, not just dice.
If you drop to zero HP, you suffer a level of exhaustion. Level 3 Exhaustion also grants opponents Advantage on saves against your spells or abilities. Lesser Restoration cures 1 level; Greater cures all.



Aarakocra (EEPC): Half-men, half-bird creatures who hail from the Elemental Plane of Air, they exhibit many bird-like behaviors and have a fiercely communistic society where the idea of owning an object or space simply does not exist. They're agile and have talons, but their main schtick is that they can fly.

Aasimar (Volo): Mortals with the blood of celestials, they look like perfect members of their parent race— maybe too perfect. They're charismatic and resistant to both necrotic and radiant damage, and have a handful of holy magic. Once per day, they can tap into their heritage an assume an extra-power angelic state where they do extra damage.
Protector-- Can fly in their angelic state
Scourge-- Radiate holy power in their angelic state, damaging those nearby
Fallen-- An aasimar who turned to evil, they become extra-scary in their angelic state.

Bugbear (Volo): The largest of the savage goblinoids, they're surprisingly stealthy and strong. They boast exceptional reach as well.

Centaur (Ravnica): You’re a big ol’ horse dude. You’re big and strong and can run quick and kick people.

Changeling (WGtE): Humans with the blood of dopplegangers, they're capable of minor shapeshifting. If you use your Shapechanger ability to grow fangs,claws, or other natural weapons your unarmed strikes do 1d4+Str; if you use it to grow scales or other natural armor your base AC becomes 12+Dex.

Dragonborn: Descended from dragons, they're strong and resistant to one element, and have a limited use breath weapon. Breath weapon may be used as a bonus action

Dwarf: Tough and combat-trained.
Hill— Even more hit points grants increased ability with locks.
Mark of Warding (WGtE)-- Magical mark
Mountain¬— Strong and trained in armor use
Duergar (SCAG/MGtF)— Dwarves who live their whole lives deep beneath the earth, they can use magic to grow and turn invisible, but are sensitive to the sun.

Elf: Agile, perceptive, trained for war and with little need for sleep.
High— Gain a Wizard cantrip
Wood— Fast and good at hiding
Drow— Magic and different weapons, but sensitive to sun.
Eldarin (MGtF)—Elves from the Feywild, can teleport short distances. Eldarin also get a bonus cantrip, based on what season they’re attuned to that day: Friends for Autumn, Chill Touch for Winter, Minor Illusion for Spring, and Fire Bolt for summer, with casting based off Charisma
Mark of Shadows (WGtE)-- Magical mark grants enhanced stealth.
Sea Elves (MGtF)—Aquatic elves who can breathe water and talk to fish.
Shadar-Kai (MGtF)—Elves from the Shadowfell, can teleport short distances.

Firbolg (Volo): Peaceful forest giants, they seek to live in harmony with nature, rarely leave their communities, and more in that vein. They have a limited ability to communicate with nature and some small bits of illusion magic.

Githyanki (MGtF): Once slaves of the mind flayers and now their fierce enemies. Now they live on the Astral Plane, ruled by a god-queen, where they train for war and raid other weaker races.

Githzerzai (MFtF): Once slaves of the mind flayers and now their enemies. They live on the plane of Limo, where they seek peace, order, and enlightenment.Your unarmed strikes are finesse weapons, and deal +1 damage. Use your Wisdom to determine how far you can jump, rather than Strength.

Genasi (EEPC): Mortals with the blood of elemental genies, they resemble their parent race except for unusual skin and hair colors. All are exceptionally hearty.
Air— Agile and flighty, they can hold their breath as long as they want and can fly
Earth— Strong and stolid, they can more easily across any earthen terrain.
Fire— Clever and volatile, they're resistant to fire and can throw fire around.
Water— Wise and independent, they can breathe water, swim well, and have some water control powers.

Gnome: Clever, tricky, and bursting with energy. Gnomes are smart and magic resistant.
Forest Gnome-- Capable of speaking with small woodland beasts and creating minor illusions
Rock Gnome-- Good with magic items, and capable of making small mechanical devices
Deep Gnomes (Svirfneblin) (SCAG)—Gnomes who live their whole lives deep beneath the earth, they hide well in stone and have access to a special feat that gives them some sneaky magic.
Mark of Scribing (WGtE)--Magical mark grants enhanced scholarship.

Goblin (Volo): They're small and nimble and have some inbred Rogue-y abilities

Goliath (EEPC and Volo): Mountain-dwelling giants, they're strong, nomadic, independent and fiercely driven. They're exceptionally strong and tough.

Half-Elf: Charismatic and skilled
Mark of Detection (XGtE)-- Magical mark enhances investigation and lets you cast some Detect spells as rituals.
Mark of Storm (WGtE)-- Magical mark grants enhanced agility and wind magic.
Elven Heritage (SCAG)— Instead of bonus skill proficiencies, you can get one trait from your elf parent.

Halfling: Agile and lucky.
Lightfoot— Can hide behind bigger allies
Mark of Healing (WGtE)--Magical mark grants minor healing abilities.
Mark of Hospitality (WGtE)--Magical mark grants enhanced persuasion skills and magic.
Stout— Poison-resistant


Half-Orc: Strong and scary, they hit hard and are difficult to kill
Mark of Finding (WGtE)--Magical mark enhances hunting skills and grants darkvision.


Hobgoblin (Volo): The most disciplined and militant of the goblinoids, they're well-trained and work better in groups. They also gain proficiency in medium armor or shields

Humans: Versatile. Only Variant Humans are allowed, but your racial feat must be a half-feat (ie, those that also offer +1 stat).

Mark of Finding (WGtE)--Magical mark enhances hunting skills and grants darkvision.
Mark of Handling (WGtE)--Magical mark enhances abilities with animals.
Mark of Making (WGtE)--Magical mark grants the ability to enchant minor items.
Mark of Passage (WGtE)--Magical mark makes you faster and grants minor teleportation.
Mark of Sentinel (WGtE)--Magical mark makes you a better bodyguard.


Kenku (Volo): Birdfolk who were long ago cursed to lose their ability to fly, they once served demons and still are frequently found in servile roles. They're expert mimics, but lack the ability to create anything new-- including sentences. They usually speak in sound effects. They retain enough use of their wings that they never take falling damage

Kobold (Volo): They're small and cowardly, but good at fighting in groups. Darkvision range doubled to 120ft.

Lizardfolk (Volo): Somewhat detached, cold-blooded scaly lizard-men. Their society tends towards the utilitarian, and they often pity "soft ones" born without scales and fangs. They're also surprisingly good artisans and swimmers.

Swamp Lizardfolk: As per standard
Desert Lizardfolk: Trade the swim speed and Hold Breath for a climb speed and Advantage on Con saves against heat and fatigue.


Loxodon (Ravnica): Big tough elephant dudes, with Con-based AC and prehensile trunks. Ask and we'll talk about how to make the setting fit

Minotaur (Ravnica): Strong, savage, and honorable. Minotaurs compete in a trial by combat known as the Circle to determine their place in society. They're strong and armed with powerful horns they can use to gore and shove. You may use Goring Rush and Hammering Horns as part of the same action.


Orc (Volo): Strong, tough, and scary. Trade Powerful Build for the half-orc's Reckless Endurance, and lose the Int penalty

Shifter (WGtE): Humans with the blood of lycanthropes (werewolves and suchlike), they can't fully change to animal form but can take on aspects of the beast, becoming tougher and gaining certain animalistic features.
Beasthide-- Become tougher while Shifting
Longtooth-- Gain a bite attack while Shifting
Swiftstride--Become faster while Shifting
Wildhunt--Gain senses while shifting

Simic Hybrid (Ravnica): Magically-created hybrids of natural races and animals. Also gain the non-subrace features of their base race; talk to me if the base race doesn't have any

Tiefling (PHB/MGtF): Mortals with the blood of fiends, they're charismatic and possess fire magics.
Asmodeus—As PHB; Thaumaturgy and fire spells
Baalzebul--Thaumaturgy and curse spells.
Dispater: Thaumaturgy and infiltration spells.
Fierna: Friends and enchantment spells
Glaysa: Minor Illusion and illusion spells
Levistus: Ray of Frost and Ice spells
Mammon: Mage Hand and looting-focused spells
Mephistopheles: Mage Hand and fire spells
Zariel: Thaumaturgy and smite spells.


Triton (Volo): Prideful guardians of the deep ocean, they know little beyond their own wars against deep-sea monsters and portals that others have never heard of. They're amphibious and have some water magic.

Vedalken (Ravnica): Logical, detached elf-like humanoids who master a specific skill and tool.

Warforged (XGtE): Living constructs created as soldiers, they're immune to many common ailments and have built-in armor. Only add half your Proficiency to AC (rounded down).
Envoy: Skillful technicians
Juggernaut: Big, strong, front-line soldiers
Skirmisher: Quick, agile scouts


Yuan-Ti Pureblood (Volo): Charming snake-people, resistant to magic and poison. Instead of Magic Resistance, they may reroll a save against a spell once/short rest.




Close Quarters Shooter: You don't suffer disadvantage when making ranged attacks while within 5ft of an enemy, and your ranged attacks ignore half and three-quarters cover against enemies within 30ft.
Einhander: When you are wielding a versatile melee weapon, you deal +1 damage when wielding it in two hands, and +1 AC when wielding it in one hand with no weapon or shield in the other.
Mariner: When not wearing heavy armor or using your off-hand to wield a weapon or shield, you gain +1 AC and a swim and climb speed equal to your land speed.
Tunnel Fighter: Creatures provoke opportunity attacks whenever they move more than 10ft while within your reach.


Artificer (GGtG (http://www.giantitp.com/forums/showthread.php?573870-Artificer-Base-Class-Grod_the_giant-edition&p=23507826)): Master craftsman who outfit themselves and their fellows with magic items.

Alchemist: Mix potions and chuck acid at people
Rune Knight: Wield enchanted weapons and armor and be a warrior
Wandsmith: Craft wands and blow everything up.


Barbarian: A hearty warrior with a berserker rage. They hit hard and often, and can and do accept lots of hits in return.

Ancestral Guardian (XGtE): Ancestral spirits join you when you rage, offering protection to yourself and your teammates.
Battlerager (SCAG): Wear spiked armor and go nuts with it while raging. You don't need to be a dwarf.
Berserker: All about the rage. You become even stronger and scarier while raging. Disadvantage on attacks for 1 minute after their Frenzy ends, rather than Exhaustion
Fist (GGtG (http://www.giantitp.com/forums/showthread.php?574886-Path-of-the-Fist-(Barbarian-Subclass))): Punch and wrestle things to death with your bare hands.
Shifting Fury (GGtG (http://www.giantitp.com/forums/showthread.php?574731-Path-of-Shifting-Fury-(Transforming-Barbarian-subclass))): Literally transform into a monstrous form while raging.
Spell Eater (GGtG (http://www.giantitp.com/forums/showthread.php?574740-Path-of-the-Spell-Eater-(Barbarian-subclass))): Fling throwing axes and shut down spellcasters, hard.
Sohei (GGtG (http://www.giantitp.com/forums/showthread.php?568006-Path-of-the-Sohei)): Turn your rage into a state of hyper focus.
Storm Heralds (XGtE): Radiate (and later resist) elemental power when raging. Pick a different aura each time they rage, and they activate once each turn automatically. The Storm Aura bonus doubles with each upgrade, instead of getting +1
Totem: Channel the power of nature to commune with the wild and choose from a variety of animal-themed special powers. (More options in SCAG)
Zealot (XGtE): Devote yourself to the gods to radiate holy power while raging and to better resist attacks that would leave you dead.


Bard: A jack-of-all-trades and party support caster, they excel at social skills, enchantments, illusion, and inspiration. Their spell list focuses on illusion and enchantment spells.

Cantor (GGtG (http://www.giantitp.com/forums/showthread.php?585663-College-of-the-Cantor)): Become a holy singer with cleric-type abilities
Glamour (XGtE): Become more charming and inspirational with enchantment type effects.
Lore: Become better at casting, skills, and inspiration.
Satire (UA): Be a better thief with new proficiencies and acrobatics.
Storms (GGtG (http://www.giantitp.com/forums/showthread.php?568003-College-of-the-Storm-(Bard-Subclass))): Become a better blaster with wind, thunder, and lightning magic.
Swords (XGtE): Be a better swordsman with an assortment of special combat moves fueled by your Inspiration, along with your second attack and a fighting style. Can also pick the Einhander and Mariner fighting styles
Valor: Become a warrior, with more weapons and armor skills, your second attack, and eventually the ability to mix spells and attacks.
Whispers (XGtE): Become a better spy with poisoned weapons, manipulation skills, and the ability to steal identities.
Virtuoso (GGtG (http://www.giantitp.com/forums/showthread.php?577557-The-Bard-s-Bard-College-of-the-Virtuoso)): Become a master of music and inspiration.


Cleric: Sturdy fighters and party support casters, especially good against undead. Their domains add additional spells and bonus damage to either cantrips or weapon attacks. Their spell list focuses on support spells and radiant/necrotic damage. Clerics may pick either Potent Spellcasting or Divine Strike at 8th, no matter their domain.

Ambition (Amonkhet): Become a better, sneakier caster.
Arcane (SCAG): Be a better caster and learn wizard cantrips
Death (DMG): Be a better warrior and affect extra targets with necromancy
Famine (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better caster with abilities that drain and starve out your foes.
Forge (XGtE): Be a better crafter and warrior
Grave (XGtE): Be a better… healer, strangely enough, as well as some debuffs.
Knowledge: Become a skill user and a more potent caster. You may choose to use Intelligence instead of Wisdom for Cleric abilities and spellcasting.
Life: Become a better healer and warrior
Light: Become a better, blastier caster.
Nature: Pretend to be a Druid and be a better warrior.
Ocean (GGtG (http://www.giantitp.com/forums/showthread.php?575091-New-Cleric-Domains-Famine-and-Ocean)): Become a better warrior and sailor with aquatic spells and abilities.
Order (Ravnica): Become a better leader and enchanter.
Protection (UA: Cleric): Become a better warrior and defender
Solidarity (Amonkhet): Become a better warrior and supporter, with augmented Help and healing stuff.
Strength (Amonkhet): Become a better warrior and strongman. Also a Druid cantrip.
Tempest: Become a better warrior, and better at blasting with thunder and lightning
Trickery: Be sneaky and help others do the same. Also gain proficiency with the same weapons as the Rogue, and two of the following skills/tools: Deception, Sleight of Hand, Stealth, of Thief's Tools)
War: Go whole hog on the better warrior thing
Zeal (Amonkhet): Become a better gish, with warrior-skills and blasty spells.


Druid: Shapeshifting casters with a natural bent and the power to transform into animals. Their spell lists center on control and summon spells. All Druids add Find Familiar to their spell list.

Avenger (GGtG (http://www.giantitp.com/forums/showthread.php?550878-Druid-Circle-of-the-Avenger&p=22836621#post22836621)): Become a better warrior, augmenting your attacks with elemental power.
Dreams (XGtE): Become a better healer, with a non-spell based source of healing and some teleportation
Land: Become a better caster, with more spells prepared and cast each day
Moon: Become a better shapeshifter, with more powerful beast forms. Wild Shape is always limited to Beasts whose CR is no greater than 1/3 your Druid level.
Seasons (GGtG (http://www.giantitp.com/forums/showthread.php?573103-Circle-of-the-Seasons-(offensive-Druid-subclass)&p=23488275)): Become a more destructive caster, with access to a rotating set of elemental attack spells.
Shepherd (XGtE): Become a better summoner and animal friend—talk with animals, summon spirits to buff your teammates, and summon more powerful creatures
Spores (Ravnica): Become a better warrior with the ability to use your Wild Shape to enhance your base form, along with shooting poison spores and doing some necromancy. Halo of Spores can be used once on your turn as a free action against a target within 10ft, no save; Symbiotic Entity only grants 2 temp HP/level but does not end prematurely
Twilight (UA: Druid): Become a bit of a necromancer with bonus spell damage and some speak-with-dead-ing
Vermin (GGtG (http://www.giantitp.com/forums/showthread.php?577410-Druid-Archetype-Circle-of-Vermin)): Turn into giant bugs and eat people


Fighter: The most skilled of the basic warriors, they can shrug off damage and attack more often than anyone else. Fighters may pick any of the new fighting styles.

Arcane Archer (XGtE): Become a magical archer with enchanted arrows 3 shots/short rest, not 2.
Balefire Knight (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Replace your normal attacks with blasts of fire (or another element)
Battle Master: Gain superiority dice and use them to power a wide variety of special moves
Bladebound (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Wield a signature magic weapon with an animating spirit.
Brute (UA: Three): Plain and simple—hit harder and be tougher. Pick either Str or Dex as your key ability score. Brute Force die are added to damage rolls and ability checks made using that score. At 10th level, gain 5+Con temp HP each round, rather than a Fighting Style
Cavalier (XGtE): Become a mounted warrior with new proficiencies and basic superiority dice
Champion: Replaced by the (modified) Brute above
Eldritch Knight: Become a minor caster
Marshal (GGtG (http://www.giantitp.com/forums/showthread.php?577150-Fighter-Archetypes-Balefire-Knight-and-Marshal)): Project auras of inspiration to buff your allies.
Monster Hunter (UA): Become a better hunter with extra skills, Perception bonuses, some minor magics, and a basic superiority dice.
Mutation Warrior (GGtG (http://www.giantitp.com/forums/showthread.php?575946-Fighter-Archetypes-Mutation-Warrior-and-Bladebound)): Brew potions that augment your physical power.
Purple Dragon Knight (SCAG): Be a leader and extend some of your fighter features to nearby allies. Rallying Cry may be used 3/Short Rest; affected allies add your Cha bonus to their next damage roll
Samurai (XGtE): Become a stereotypical Samurai with some attack and Wisdom save boosts.
Scout (UA: Kits): Become a Ranger with new proficiencies, favored terrain, and a basic superiority dice
Sharpshooter (UA: Fighter): Become a better archer


Monk: Master martial artists, they can move quickly around the battlefield and stun foes with their bare hands.

Bow (GGtG (http://www.giantitp.com/forums/showthread.php?573598-Way-of-the-Bow-%28Monk-Archetype%29)): Become an archer of uncanny skill.
Drunken Master (XGtE): Be a more evasive warrior by combining Flurry with Disengage, redirecting attacks, and bonuses on saves.
Four Elements: Be the Avatar and spend your ki on elemental magic. Elemental Attunement can simulate Control Flames, Gust, Mold Earth, and Shape Water; you learn two disciplines at each level instead of 1, and a total of three at level 3. After using a discipline to cast a spell, you may make an unarmed strike as a bonus action.
Kensei (XGtE): Extend your martial arts techniques to weapons, picking several non-heavy weapons to count as new Monk weapons and getting added benefits when using them.
Iron Hand (GGtG (http://www.giantitp.com/forums/showthread.php?570533-Way-of-the-Iron-Hand-(armored-Monk-tradition))): Do kung-fu in armor and be a better tank.
Long Death (SCAG): Be tougher and scarier and steal life from dying creatures to heal
Open Hand: Become a better warrior, adding special effects to your hits.
Shadow: Be a better ninja with shadow magic.
Sun Soul (SCAG): Be a Dragonball Z character and shoot laser blasts After shooting one blast, can fire a second as a bonus action without spending any ki.
Tranquility (UA): Become a healer and peacemaker, with a pool of healing, regular Sanctuary effects, social bonuses, and so on.


Paladin: Tough and charismatic, they're frontline warriors and leaders with some ability to heal and otherwise support the party. Their magic focuses on smiting and healing. Divine Sense may be used at will. Paladins learn two Cleric cantrips at 1st level and one at 4th, and may select the new Einhander or Tunnel Fighter fighting styles.

Ancients: Gain some control and nature magic and protect your allies from magic.
Conquest (XGtE): Be scary, with fear-related abilities and some domination/buff spells.
Crown (SCAG): Protect your allies by drawing attacks to yourself
Devotion: Power up your attacks and protect your allies from charm
Freedom (GGtG (http://www.giantitp.com/forums/showthread.php?577902-Paladin-Archetype-Oath-of-Freedom)): Fight for liberty with defensive and mobility magic
Redemption (XGtE): Be a paragon of peace with improved social stuff and the ability to take damage for allies.
Vengance: Choose one enemy at a time to really hurt
Oathbreaker (DMG): Be tough and scary and power up your allies' damage.


Revised Ranger (https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf): Somewhere between a Druid and a Rogue, they're experts in the wild, skilled warriors and minor casters. This version was improved from the PHB version. Their spell list focuses on utility and personal buffs. Rangers don't gain the combat benefits of Natural Explorer, but do learn two Druid cantrips at 1st level and one at 4th. They prepare spells like a Paladin. They may select any of the new Fighting Styles.

Beast: Run around with an animal friend. COLOR="#008000"]Gain bonus spells like the newer subclasses: Animal Friendship, Beast Sense, Conjure Animals, Dominate Beast, and Awaken[/COLOR]
Gloom Stalker (XGtE): Become a stealthy ambusher with extra attacks on your first round of combat, enhanced abilities in the dark, and some bonus spells.
Horizon Walker (XGtE): Become a planar explorer with the ability to detect portals, turn ethereal, turn your attacks into force damage, and some bonus spells.
Hunter: Become a better warrior with a selection of special perks. Gain bonus spells like the new subclasses: Hunter's Mark, Pass Without Trace, Speak With Plants, Locate Creature, and Hold Monster
Monster Slayer (XGtE):Hunt…mages, really, more than monsters, with the ability to find weaknesses, mess with spellcasting, pick a specific target to fight more effectively, and a few bonus spells. Slayer's Prey refreshes whenever you roll initiative.
Primeval Guardian (UA): Turn into an tree-dude, getting big, slow, and tanky.
Shooting Star (GGtG (http://www.giantitp.com/forums/showthread.php?572151-More-magical-Ranger-Archetype-Shooting-Star-Ranger)): Focus on magic with more spell slots and cantrips.
Skinwalker (GGtG (http://www.giantitp.com/forums/showthread.php?563734-New-Ranger-Subclass-The-Skinwalker)): Consume the flesh of beasts to assume their powers and, eventually, their shapes.


Rogue: Masters of skills, sneakiness, and one-shot, one-kill. They do boatloads of bonus damage if they can catch you by surprise or flank you. They may use Sneak Attack with any non-Heavy weapon, and may choose to learn any one language in place of Thieve's Cant.

Arcane Trickster: Become a minor caster with illusions and enchantments
Assassin: Become better and sneak attacks and imitating others.
Cragtop Archer (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Climb mountains and rain arrows from far away
Inquisitive (XGtE): Be a better scout by getting perception-type abilities and easier Sneak Attack
Mastermind (SCAG/XGtE): Be a better spy and support allies in combat
Swashbuckler (SCAG, XGtE): Be a better warrior by reacting better, landing Sneak Attack more easily and getting hit-and-run abilities
Scout (XGtE): Become a slippery hit-and-run fighter with some added nature-type proficiencies and reaction movement.
Spellwarp Sniper (GGtG (http://www.giantitp.com/forums/showthread.php?577900-Rogue-Archetypes-Cragtop-Archer-and-Spellwarp-Sniper)): Become a minor caster with evocations and conjurations
Surgeon (GGtG (http://www.giantitp.com/forums/showthread.php?564606-Rogue-Subclass-the-Surgeon)): Become a healer with the ability to make and use potent healing and plague items.
Thief: Become a better thief with more mobility abilities, the ability to steal objects as a bonus action, and work with magic items.
Thug (GGtG (http://www.giantitp.com/forums/showthread.php?573380-Thug-(Strength-Rogue-Archetype)&p=23495173)): Be a big scary brute with improved armor and battlefield control.


Sorcerer: Mages with inherited magic, they know fewer spells than many others but can use Sorcery Points and Metamagic to fine-tune them to taste. Their spell list focuses on blasting and buffing. Use the Bard table to determine spells known. Once per day, regain Sorcery Points equal to your Charisma Modifier during a short rest.

Draconic: Become tougher and a more damaging caster, and eventually grow wings.
Divine Soul (XGtE): Drawn on celestial heritage to learn Sorcerer spells and become more resistant to… stuff.
Fey Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Emulate your fey ancestors by charming and tricking foes.
Fiend Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Make like a demon by stealing life from dying enemies.
Giant Soul (UA): Draw upon giant ancestors to be tough and learn some of their trademark magic.
Phoenix Sorcery (UA): Draw on phoenix ancestry to be fiery and resurrect when killed. Learn Produce Flame as a bonus cantrip at 1st level. You may activate Mantle of Flame for 1 Sorcery Point
Sea Sorcery (UA): Draw on the power of the ocean to breathe underwater, power up your cantrips with curses, and take on liquid forms.
Shadow Magic (XGtE): Summon darkness and a shadow-hound to serve you, and eventually teleport through the shadows.
Storm Sorcery (SCAG): Create wind and thunder and lightning when you cast spells and eventually control the weather.
Titan Origin (GGtG (http://www.giantitp.com/forums/showthread.php?578545-Three-New-Sorcerer-Origins-Fey-Fiends-and-Titans&p=23636348)): Draw on the blood of titans to smash faces.
Wild Magic: Roll on a big table of random spell effects sometimes, and get some reroll type effects. Flat ban


Steelsworn (GGtG (http://www.giantitp.com/forums/showthread.php?565529-The-Steelsworn-Grod-s-obligatory-arcane-half-caster-%28and-anti-Ranger-%29)): Defenders and champions of civilization, they bind enchantments into their weapons or armor and go toe-to-toe with dangerous threats. Their spell list focuses on personal buffs.

Shieldbearer: Protect yourself and others with defensive abilities
Industrialist: Champion the forge and factory with fire magic.
Ghost Rider: Summon a phantom horse and defend the boundaries of life and death.


Summoner (GGtG (http://www.giantitp.com/forums/showthread.php?576195-Summoner-Base-Class)): Bind extraplanar entities to do your dirty work. You get a powerful pet and minor casting.

Celestial Alignment: Summon angels and other holy creatures
Elemental Alignment: Summon elemental spirits
Fey Alignment: Summon fairies of all sorts
Fiend Alignment: Summon demons and devils.


Warlock: Mages who bargain for power, they have limited spells available for casting, but their magic recharges quickly and is always at full power. They also get a variety of magical Invocations to supplement their spells. Their spell list focuses on damage and control. Pacts grant a bonus invocation at 5th, which must be Pact-Specific. Blade Pact grants proficiency in medium armor and shields. I also have an option for a non-spellcasting Warlock (http://www.giantitp.com/forums/showthread.php?569312-Spell-Less-Warlock-Redesign).

Archfey: Be more of a trickster with charm and teleport type magic
Celestial (XGtE): Be more of a healer with extra pools of healing and temporary hit points, and bonus damage with fire and light spells.
Dragon (GGtG (http://www.giantitp.com/forums/showthread.php?563755-The-Dragon-Patron-%28Dragonfire-Adept-adaptation%29)): Be an old-school “dragonfire adept” with a breath weapon instead of Eldritch Blast.
Fiend: Be more dangerous with fire magic and temporary health
Great Old One: Be a telepath with, well, telepathy and enchantment magic
Hexblade (XGtE): Be a force for ill luck with curse-type abilities. Doesn't gain Hex Warrior, and learns different spells: Bane, Dissonant Whispers, Blindness/Deafness, Phantasmal Force, Bestow Curse, Slow, Confusion, Phantasmal Killer, Cone of Cold, Contagion
Raven Queen (UA: War&Wiz): Be a better scout with a magic raven buddy.
Undying (SCAG): Become more undead, with necromancy spells and resistance to undead attacks.


Wizard: Mages who study for power, they have spellbooks with many spells known and prepare a limited subset each day. They're the best ritual casters around, and their spell list covers every role but healing.

Arcane Savant (GGtG (http://www.giantitp.com/forums/showthread.php?572760-Arcane-Savant-(Generalist-Wizard-Lore-Mastery-rework))): Be a magical expert, learning spells from other lists.
Artificer (UA: Eberron): Use your spell slots to create potions, scrolls, enchant items and so on.
Bladesinger (SCAG): Become a better warrior with a magical battle-trance and second attack.. Gains +1 HP/lv and proficency in all non-heavy weapons. Bladesong provides no AC boost, but lets you Dash or Disengage as a bonus action. Instead of Extra Attack, you get to make a melee weapon attack in place of a melee spell attack-- if you hit, you deal both normal weapon damage and the normal effect of the spell
Abjuration: Be a better defensive caster, including a ward of temporary hit points
Conjuration: Be a better summoner and teleporter, and conjure up small objects at will.
Divination: Be better at spying, and pre-roll two d20 every day— for anyone you want.
Enchantment: Become better at charming
Evocation: Do more damage and exclude targets from AoEs
Illusion: Be a much better illusionist, boosting your Minor Illusion cantrip and letting you alter existing illusions
Necromancy: Heal by killing targets and raise better undead minions
Transmutation: Transform matter and be better at shapeshifting, and make a philosopher's stone
War Magic (XGtE): Become a sturdier caster with boosts to defense, initiative, and


Wildling (GGtG (http://www.giantitp.com/forums/showthread.php?585774-The-Wildling-%28Shapeshifting-Base-Class%29)): Turn into all sorts of creatures with at-will wild shape, and subclasses to provide access to new creature types.


Deviant: Turn into impossible aberrations
Doppleganger: Turn into all sorts of humanoids and giants
Savage: Turn into terrifying monstrous beasts

Grod_The_Giant
2018-09-28, 11:11 AM
The following feats are removed altogether: Durable, Great Weapon Master, Polearm Master, and Sharpshooter.


Agile Fistfighter (GGtG)
You are a master of fighting without armor or weapons.

You gain +1 Dex.
Your unarmed attacks gain the Finesse tag, and deal 1d4 damage
When not wearing armor or carrying a shield, your base AC becomes 13+Dex.


Blade Mastery
When wielding a shortsword, longsword, scimitar, greatsword, or rapier, you may take one of the following stances each turn:

Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss.
Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll


Bowman
When wielding a long or shortbow, you may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow). In addition, you may use the following abilities as bonus actions:
Far Shot: You may over-draw your bow. The next bow attack you make before the end of your turn ignores disadvantage for firing at long range.
Manyshot: You may notch an extra arrow. The next bow attack you make before the end of your turn deals an extra die of weapon damage.
Precise Shot: You may take an extra second to aim. The next bow attack you make before the end of your turn ignores half and three-quarters cover.


Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

You may also increase your Dex or Str score by 1, to a maximum of 20.

Cleave (GGtG)

You gain +1 Str or Dex
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
If you hit an opponent with a melee weapon, you may use a bonus action to make a second melee attack against a creature who is both within your reach and adjacent to the original target. If you hit, you deal damage equal to your Strength modifier.


Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:

You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
When you attack with a light or heavy crossbow, you gain a +2 bonus to damage.


Defensive Duelist
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC until the end of the current turn, potentially causing it to miss you.

Dual Wielder
You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.


Fell Handed (GGtG)
When wielding an axe or a bludgeoning weapon, you gain the following benefits:

If you hit an enemy with a melee attack, you may push them 5ft.
Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone if it is no more than one size larger than you.
Whenever you have Disadvantage on a melee attack roll and hit with just one die, the target takes damage equal to your Strength modifier.


Fighting Style (GGtG)
You've trained and practiced the combat arts extensively.

Increase your Str, Dex, or Con by 1
Choose one Fighting Style from the Fighter list


Flail Mastery (GGtG)
When wielding a flail or whip, you gain the following benefits:

As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a free action.
You may treat whips as though they were Light weapons dealing 1d6 damage, and flails as though they were Versatile weapons dealing 1d8 (1d10) damage.


Grappler
Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

You may increase your Con or Str score by 1, to a maximum of 20.
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.


Heavily Armored
Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with heavy armor and shields.


Heavy Armor Master
Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by a value equal to your Proficiency bonus.


Inspiring Leader
Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with light armor.


Lucky
You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer
You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.


Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are d6's. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.


Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.
Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.


Mobile
You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Moderately Armored
Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefit:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.


Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Once per day, you may grant your mount temporary hit points equal to twice your level.


Resilient
Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.


Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

In addition, you may increase your Dex or Str score by 1, to a maximum of 20.

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


Spear Mastery (GGtG, originally UA: Feats)
When wielding a spear, glaive, or pike, you gain the following benefits

Your target provokes attacks of opportunity for entering your threatened range. If they took a Dash action or moved at least 20ft before doing so, they take an extra die of weapon damage
When wielding a spear, its damage die increases by one step-- 1d8 if being wielded in one hand, and 1d10 if being wielded in two.
As a bonus action, you may attack with the butt of your weapon, dealing 1d4+Str damage.


Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strikes use a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.


Throwing Mastery (GGtG[/URL])

You've mastered the art of throwing knives, axes, and anything else you can imagine. When using a thrown weapon, you gain the following benefits
Double the range of thrown weapons
Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
You may draw a thrown weapon as part of the same action you use to attack with it.
You may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand


Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain equals twice your Constitution modifier (minimum of 2).

War Slinger (GGtG)
When wielding a sling, you gain the following benefits:

Increase the sling's damage die to 1d8
You may load and fire a sling without needing a free hand.
After successfully striking a target with your sling, you may cause the stone to ricochet. Make a second attack against a target within 10ft of the original; on a hit, you deal damage equal to your Dexterity modifier.


Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
Pick four simple or martial weapons. You gain proficiency with them, if you were not proficient already. Twice per short rest, when attacking with one of your chosen weapons, you may roll 1d6 and add that value to the attack and damage roll. You may do so after you roll the die, but before the outcome is determined.




Abjure Ally (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell which requires concentration on an ally, they gain a +1 bonus to AC for the duration of the spell. If you are damaged while concentrating on a spell affecting an ally, your ally may also roll a Constitution save against the same DC. If either of you succeed, you maintain concentration on the spell.

Aberrant Dragonmark (WGtE)
Prerequisite: No dragonmark

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.
You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells.
You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your hit dice to increase the spell's level by 1. Immediately after you cast the spell, roll the hit die. You take damage equal to the number rolled.

Blighter (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal necrotic or poison damage in place of its usual damage type.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals necrotic or poison damage, their hit point maximum is reduced by half the damage dealt until they complete a short or long rest. This reduction takes place after they are damaged—for example a creature with 30 maximum hit points who takes 10 necrotic damage would be left 20 hit points out of a maximum of 25.

Dragonmark (UA: Eberron)
You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. Once you cast a given spell
this way, you must finish a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:

When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column.
At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.

Elemental Adept
Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Flamebringer (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal fire damage in place of its usual damage type.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals fire damage, they catch on fire, taking 1d6+spell level damage at the beginning of your next turn.

Ice Mage (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal cold damage in place of its usual damage type.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals cold damage, their speed is halved until the beginning of your next turn.

Illusionary Tell (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast an Illusion spell, you may choose to clue in your allies. They automatically know that the effect is illusionary, and both you and your allies can see through your illusions as though they were transparent. Clued in allies automatically succeed on saves against your Illusion spells.

Light of Life (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal radiant damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.

Once per turn, when a creature is affected by one of your spells of first level or higher that deals radiant damage or restores hit points, one ally within 30ft gains temporary hit points equal to the level of the spell.

Lingering Transmutation (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a Transmutation spell with a duration, its effects remain for one round after the spell ends. This benefit applies even if the spell ends prematurely due to being dispelled or losing concentration.

Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Practiced Diviner (GGtG)
Prerequisite: The ability to cast at least one spell

You may cast a Divination spell of 5th level or lower as a ritual, even if it does not normally have the Ritual tag. Once you have done so, you may not use this ability again until you have completed a short or long rest.

Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spell Sniper
Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you choose from.

Stormcaster (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal thunder or lightning damage in place of its usual damage type.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals lightning damage, they cannot take reactions until the start of their next turn. If the spell deals thunder damage, they are pushed 5ft in a direction of your choice.

Telekine (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal force damage in place of its usual damage type. If you do, its damage dice are reduced one step in size-- from d12s to d10s, d10s to d8s, and so on. Spells that deal d4s of damage instead deal 1 damage per die.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals force damage, they are pushed 5ft in a direction of your choice.

True Conjuration (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a Conjuration spell, the effect manifested is fully real. As such, your Conjuration spells are unaffected by aesistance to magic damage, advantage on saves against spells, antimagic fields, and so on.

Versatile Caster (GGtG)
Prerequisite: The ability to cast at least one spell

Upon choosing this feat, you learn one cantrip from your class list (or the Cleric list in the case of Paladins, or the Druid list in the case of Rangers). If you prepare spells, you may prepare an additional two spells at once; if you have a list of spells known, you may immediately learn two additional spells of first level or higher from your class list, which do not count towards your total number of spells known.

Vitriolic Sage (GGtG)
Prerequisite: The ability to cast at least one spell

When you cast a spell that deals damage, you may choose to have it deal acid damage in place of its usual damage type.

Once per turn, when an enemy is affected by one of your spells of first level or higher that deals acid damage, their armor class is reduced by 1 until the beginning of your next turn.

War Caster
Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


Skill and Racial feats in next post

Grod_The_Giant
2018-10-01, 01:45 PM
UA: Skill Feats available by request.

Actor
Skilled at mimicry and dramatics, you gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20.
You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.


Alchemist (UA: Feats)
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency with alchemist's supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them.
As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.
When crafting alchemical items (as the rules in Xanathar's), you may craft two items during a single long rest. You may also craft healing potions.


Alert
Always on the lookout for danger, you gain the following benefits:

You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.


Athlete
You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn't cost you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.


Burglar (UA: Feats)
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
You may use Thief's Tools twice as fast as normal, and you gain advantage on saves against traps you accidentally trigger. In addition, you never break mechanisms when you fail to open a lock or trap.


Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

You may increase your Dex or Int score by 1, to a maximum of 20.
You have advantage on Perception and Investigation checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of a slow one.


Gourmand (UA: Feats)
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.
You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the mealgain temporary hit points equal to your level and have advantage on Constitution saving throws against disease for the next 24 hours.


Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

You gain proficiency in Medicine, if you did not already have it.
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action, you can spend one use of a healer's kit to tend to a creature and restore hit points. The amount healed equals 1d6+Wis per four levels you possess. The creature can't regain hit points from this feat again until it finishes a short or long rest.


Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.


Linguist
You have studied languages and codes, gaining the following benefits:

Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.


Observant
Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Perception and Investigation scores.


Sulker
Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

You may increase your Dex score by 1, to a maximum of 20.
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Perception checks relying on sight.




Angelic Attunement (GGtG)
Prerequisite: Aasimar

You gain the following benefits:

Increase your Charisma score by 1, to a maximum of 20
You may use your Radiant Soul, Radiant Consumption, or Necrotic Shroud ability again after completing a short or long rest.
Once per turn when you damage a foe you may deal additional radiant damage equal to your proficiency bonus.


Blackscale Lizardfolk (GGtG)
Prerequisite: Lizardfolk

You gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20
Your Natural Armor trait now provides a base AC of 13+Con.
You You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
If you successfully damage a target with your bite attack, you may attempt to start a grab as a bonus action.


Barbed Hide (UA: Race)
Prerequisite: Tiefling

One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head. You gain the following benefits:

Increase your Constitution or Charisma score by 1, up to a maximum of 20.
You gain proficiency in the Intimidation skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.
As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you, and your unarmed strikes deal 1d4 piercing damage.


Bountiful Luck (XGtE)
Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter. You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

In addition, your Cha or Dex score increases by 1, to a maximum of 20.

Critter Friend (UA: Race)
Prerequisite: Gnome (forest)

Your friendship with animals mystically deepens. You gain the following benefits:

You gain proficiency in the Animal Handling skill. If you're already proficient in it, your proficiency bonus is doubled for any check you make with it.
You learn the Speak with Animals spell and can cast it at will, without expending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a short rest. Wisdom is your spellcasting ability for these spells.


Dragon Fear (XGtE)
Prerequisite: Dragonborn

When angered, you radiate menace. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.


Dragon Hide (XGtE)
Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

Increase your Strength, Constitution, or Charisma score by 1, up to a maximum of 20.
Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.


Dragon Wings (UA: Race)
Prerequisite: Dragonborn

You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.

Drow High Magic (XGtE)
Prerequisite: Elf (drow)

You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Dwarven Fortitude (XGtE)
Prerequisite: Dwarf

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

Increase your Constitution score by 1, to a maximum of 20.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).


Elven Accuracy (XGtE)
Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.


Everybody’s Friend (UA: Race)
Prerequisite: Half-elf

You develop your magnetic personality to ease your way through the world. You gain the following benefits:

Increase your Charisma score by 1, up to a maximum of 20.
You gain proficiency in the Deception and Persuasion skills. If you're already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.


Embrace the Elements (GGtG)
Prerequisite: Genasi

You gain the following benefits:

Increase your Constitution score or the score increased by your subrace by 1, to a maximum of 20
You learn an additional cantrip and a spell which you may cast once as a 2nd level spell. You learn a second spell once you reach 5th level, which you may cast once as a 3rd level spell. You regain the ability to cast these spells when you finish a long rest. Constitution is your spellcasting ability for these spells.

Air: Gust and Dust Devil. At 5th level, you learn Fly.
Earth: Mold Earth and Earthbind. At 5th level, you learn Meld Into Stone.
Fire: Control Flames and Enlarge/Reduce. At 5th level, you learn Haste.
Water: Frostbite and Invisibility. At 5th level, you learn Water Walk.


Fade Away (XGtE)
Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.


Fey Teleportation (XGtE)
Prerequisite: Elf (high)

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan
You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.


Flames of Phlegethos (XGtE)
Prerequisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

Increase your Intelligence or Charisma score by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.


Friend of the Forest (GGtG)
Prerequisite: Firbolg

You gain the following benefits:

Increase your Strength or Wisdom score by 1, to a maximum of 20
You may comprehend and verbally communicate with beasts as though you shared a language.
You may cast Disguise Self at will. You may also cast Speak with Plants. Once you have done so, you cannot cast it again until you have completed a long rest.


Greater Dragonmark (XGtE)
Prerequisite: Dragonmarked, level 8

Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits:

Your dragonmark Intuition Die increases by one.
Increase one ability score by 1, to a maximum of 20. The abilities available to you are based on your mark, as shown on the Greater Dragonmark Benefits table.
You learn a set of spells, each of which you can cast once without expending a spell slot or using a material component. The list of spells, the spellcasting ability for them, and the type of rest you must complete to regain the use of these spells are shown on the Greater Dragonmark Benefits table.


Grudge-Bearer (UA: Race)
Prerequisite: Dwarf

You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:

Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.


Human Determination (UA: Race)
Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.


Hunter’s Pounce (GGtG)
Prerequisite: Taxabi

You gain the following benefits:

Increase your Dexterity or Charisma score by 1, to a maximum of 20
If you move at least 20ft straight towards a foe, you may make an unarmed strike against them as a bonus action, using your Dexterity modifier for the attack and damage rolls.
You may use your reaction when you fall to reduce any falling damage you take by 20.


Infernal Constitution (XGtE)
Prerequisite: Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

Increase your Constitution score by 1, up to a maximum of 20.
You have resistance to cold damage and poison damage.
You have advantage on saving throws against being poisoned.


Mimic Magic (GGtG)
Prerequisite: Kenku

You gain the following benefits:

Increase your Dexterity or Wisdom score by 1, to a maximum of 20
As a reaction, you may memorize a cantrip you see being cast. You learn that cantrip yourself for 24 hours, or until you use this ability again. Once you have used this ability, you may not use it again until you have completed a long rest.
As a reaction, you may memorize a spell you see being cast. At any point in the next hour, you may cast that spell if you have the appropriate spell level slots available. If you do not have spell slots from your class, you are considered to have a single level 1 spell slot. At eight level, you are considered to have a single level 2 spell slot; at 12th, a level 3 slot, and at 16th a level 4 slot. Once you have used this ability, you may not use it again until you have completed a long rest.


Orcish Aggression (UA: Race)
Prerequisite: Orc or Half-orc

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

You may also increase your Con or Str score by 1, to a maximum of 20.

Orcish Fury (XGtE)
Prerequisite: Orc or Half-Orc
Your fury burns tirelessly. You gain the following benefits:

Increase your Strength or Constitution score by 1, up to a maximum of 20.
When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.


Poison Dusk Lizardfolk (GGtG)
Prerequisite: Lizardfolk

You gain the following benefits:

Increase your Dexterity or Wisdom score by 1, to a maximum of 20
Your bite attack gains the Finesse quality, allowing you to use your Dexterity bonus to make attack and damage rolls with it.
You gain resistance to poison damage.
As a bonus action, you can adjust the color of your skin to match your surroundings. As long as you not wearing armor, robes or other covering clothing, you gain advantage on Stealth checks for one minute, and do not need cover to attempt to hide. After using this ability, you may not do so again until you've completed a short or long rest.


Prodigy (XGtE)
Prerequisite: Half-elf, half-orc or human

You have a knack for learning new things. You gain the following benefits:

You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.


Second Chance (XGtE)
Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.


Squat Nimbleness (XGtE)
Prerequisite: Dwarf or a Small race

You are uncommonly nimble for your race. You gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.


Stone Rage (GGtG)
Prerequisite: Goliath

You gain the following benefits:

Increase your Strength or Constitution score by 1, to a maximum of 20
Once per turn, when making a weapon attack against a target who damaged you in the last round, you deal an additional 1d4 damage.
When you use your Stone’s Endurance ability, you have resistance to all damage until the beginning of your next turn


Svirfneblin Magic (SCAG)
Prerequisite: Gnome (deep gnome)

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.

Tortle Guardian (GGtG)
Prerequisite: Tortle

You gain the following benefits:

Increase your Strength or Wisdom score by 1, to a maximum of 20
Your Natural Armor trait now provides a base AC of 18.
You may use your Shell Defense trait as a bonus action. While withdrawn, you may use reactions, but doing so causes you to emerge from your shell.


Wind Warden (GGtG)
Prerequisite: Aarakocra

You gain the following benefits:

Increase your Dexterity or Wisdom score by 1, to a maximum of 20
You gain proficiency in Perception, if you did not already have it, and may add twice your Proficiency bonus to such checks.
If you are flying and dive at least 20ft straight towards a target, you may make an unarmed strike against them as a bonus action, using your Dexterity modifier for the attack and damage rolls.


Wonder Maker (UA: Race)
Prerequisite: Gnome (rock)

You master the tinker techniques of your people. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Calculator: This device makes doing sums easy.
Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper: This pocket watch keeps accurate time.
Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.


Wood Elf Magic (XGtE)
Prerequisite: Elf (wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and Pass without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.


Combat and Magic feats in previous post




EEPC Elemental Evil players Guide
Volo Volo’s Guide to Monsters
SCAG Sword Coast Adventurer’s Guide
XGtE Xanathar’s Guide to Everything Note: many former UA subclasses and spells are revised in Xanathar’s
MGtF Mordukain’s Guide to Foes
Zendikar Plane Shift: Zendikar
WGtE Wayfarer's Guide to Eberron
Ravnica Guildmaster's Guide to Ravnica
GGtG Grod's Guide to Greatness Note: Third Party, by me

UA: Barbarian Unearthed Arcana: Barbarian Options
UA: Bard Unearthed Arcana: Bard Options
UA: Cleric Unearthed Arcana: Cleric Domains
UA: Design Variants Unearthed Arcana: Class Design Variants
UA: Faithful Unearthed Arcana: The Faithful
UA: Feats Unearthed Arcana: Feats.
UA: Fighter Unearthed Arcana: Fighter
UA: Gothic Unearthed Arcana: Gothic Options
UA: Kits Unearthed Arcana: Kits of Old
UA: Revised Ranger Unearthed Arcana: Revised Ranger
UA: Rune Magic Unearthed Arcana: Rune Mage
UA: Underdark Unearthed Arcana: Light, Dark, Underdark!
UA: Waterborn Unearthed Arcana: Waterborn Adventures
UA: Eberron Unearthed Arcana: Eberron
UA: Ranger Unearthed Arcana: Ranger Options Obsolete; replaced by Revised Ranger
UA: Druid Unearthed Arcana: Druid
UA: Monk Unearthed Arcana: the Monk
UA: Paladin Unearthed Arcana: the Paladin
UA: Artificer Unearthed Arcana: Artificer
UA: Rang & Rog Unearthed Arcana: Ranger and Rogue
UA: Sorcerer Unearthed Arcana: Sorcerer
UA: War & Wiz Unearthed Arcana: Warlock and Wizard
UA: Mystic 3 Unearthed Arcana, the Mystic version 3
UA: Wizard Unearthed Arcana: Wizard Revisited
UA: Trio Unearthed Arcana: a Trio of Subclasses
UA: Skill Unearthed Arcana: Feats for Skills
UA: Race Unearthed Arcana: Feats for Races
UA: Revised Classes Unearthed Arcana: Revised Class Options
UA: Revised Subclasses Unearthed Arcana: Revised Subclasses
UA: Black Magic Unearthed Arcana: That old black magic
UA: Starter Spells Unearthed Arcana: Starter Spells

UA: Three Unearthed Arcana: Three Subclasses
UA: Order Unearthed Arcana: Order Domain
UA: Centaur Unearthed Arcana: Centaurs and Minotaurs
UA: Giant Unearthed Arcana: Giant Soul Sorcerer

Man_Over_Game
2018-10-02, 10:47 AM
This might be a tall order to ask for, but what's the reasoning behind each of the changes, starting from the top?

I can see why the battlerager might have been expanded on, but why is expanding the Sorcerer's spells known amount considered a fix that's not too powerful?


Also, on the skills proficiencies, does that mean that proficient skills get both proficiency AND advantage, or just Advantage?

Grod_The_Giant
2018-10-02, 12:20 PM
This might be a tall order to ask for, but what's the reasoning behind each of the changes, starting from the top?
I can certainly make some general points? Overall,
I'm fiddling less for balance than for fun. I'm not worried about white-room theory so much as I am about "this option doesn't feel as good in play as I hoped." To expand on concepts that almost work, to remove weird quirks, and just... generally not have options that feel underpowered.

More specifically, for some of the bigger changes, I guess?


Racial modifierS: I want players to be able to pick races because they'd make an interesting character (either RP wise, mechanically, or preferably both). Stat modifiers do none of those things; they basically exist as a tax on unconventional combinations (you chose to play a Gnome Barbarian, you will always be an ASI behind the Half-Orc!). They also put the focus on unique racial features, rather than modifiers you won't notice after you're done rolling up stats.
Exhaustion-at-0: I like the Exhaustion table; it doesn't get used often enough. Having "dropped to zero" result in a "real wound" that takes a little more healing than usual adds a dose of danger and realism without crippling anyone.
Skills: My single biggest irritation with 5e is the skill system-- specifically, how painfully unreliable it is, especially at low levels where the sheer variance of 1d20 massively overpowers the +2-+3 from proficiency. I've gone back-and-forth on the best way to compensate.





Druids: I realized that every Druid character I was thinking about was taking Magic Initiate (Wizard) to get an animal companion, so I figured I'd cut out the middleman. It's 100% thematic.
Paladin/Rangers: Cantrips make you feel more magical, and add a bit of extra identity to that otherwise anemic first level.
Rogue: Thieves' Cant is forced flavor of the most obnoxious kind. There are dozens of Rogue archetypes where a shady background doesn't fit.
Sorcerer: One of the most common complaints about the Sorcerer is that they don't get enough spells known; thus, more spells.
Warlock: Blade/Tomelocks hide their main feature behind an obligatory invocation tax; I'm giving it for free. I'm also shuffling Hexblade around so it isn't near-obligatory for gishes, and becomes a more interesting flavor overall.
Wizard: I hate Bladesong as is. The flavor is "light agile swordsman dancing around the battlefield, substituting ability for armor"...and the mechanic is "you have the best AC in the party lol, try and hit me."


Let me know if there are any specific points you want touched on?


Also, on the skills proficiencies, does that mean that proficient skills get both proficiency AND advantage, or just Advantage?
Both.

Man_Over_Game
2018-10-02, 12:51 PM
I like most of these changes, and I agree with most of what you said.

I definitely recommend removing Tunnel Fighter as an option. Combine it with a PAM Vengeance Paladin, and it gets very clunky and very overpowered real quick.

I'm also not a huge fan of the Brute vs. the Champion. The Champion actually provides a little bit of flavor and adds things that other options don't get. The Brute is just...damage. It's literally just damage and doesn't provide much for a team. Sure, it's a little more consistent, but it doesn't add anything interesting.

I did some numbers-crunching for a homebrew change for Hexblade's Charisma-attacking. Moving the Charisma-attacking from Hexblade onto Pact of the Blade still keeps Hexblade as the primary option for most offense warlocks, and makes the Pact Blade a lot more favorable and requires a bit more investment to take advantage of while diversifying builds. I can see the direction you're going with Hexblade though, and I don't mind it at all. My one gripe is that most of the curses use Saving Throws, and the Hexblade mostly enhances Attacks, so it's frustrating to me that those effects don't mesh, but that's nothing on you. Your solution looks interesting and fine, I'm just throwing mine out there.

Mostly everything else makes sense. I don't necessarily agree with everything (I think it's very flavorful for Berserkers to suffer Exhaustion, but I also think they should ignore Exhaustion while raging), but I can see why you recommend the rest of the changes.

Grod_The_Giant
2018-10-02, 01:08 PM
I'm also not a huge fan of the Brute vs. the Champion. The Champion actually provides a little bit of flavor and adds things that other options don't get. The Brute is just...damage. It's literally just damage and doesn't provide much for a team. Sure, it's a little more consistent, but it doesn't add anything interesting.
That's why I houseruled that your Brute Force dice apply to damage rolls and ability checks with your chosen stat. You get a decent skill boost from level 3 on.


I did some numbers-crunching for a homebrew change for Hexblade's Charisma-attacking. Moving the Charisma-attacking from Hexblade onto Pact of the Blade still keeps Hexblade as the primary option for most offense warlocks, and makes the Pact Blade a lot more favorable and requires a bit more investment to take advantage of while diversifying builds. I can see the direction you're going with Hexblade though, and I don't mind it at all. My one gripe is that most of the curses use Saving Throws, and the Hexblade mostly enhances Attacks, so it's frustrating to me that those effects don't mesh, but that's nothing on you. Your solution looks interesting and fine, I'm just throwing mine out there.
I cut Cha-attacking altogether. Blade Pact gives medium armor/shields, Hexblade gets Hexblade's Curse.

Man_Over_Game
2018-10-02, 01:17 PM
Ah, missed the parts about Brute's ability checks and Blade Pact granting melee proficiencies. I can dig both options now.